float pickup_crosshair_time, pickup_crosshair_size;\r
float myhealth, myhealth_prev, myhealth_flash;\r
float contentavgalpha, liquidalpha_prev;\r
+float stomachsplash_alpha;\r
vector myhealth_gentlergb;\r
vector liquidcolor_prev;\r
vector damage_blurpostprocess, content_blurpostprocess;\r
}\r
\r
if(cvar("hud_stomach"))\r
- if(getstati(STAT_VORE_EATEN))\r
- drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_stomach_color")), cvar("hud_stomach"), DRAWFLAG_NORMAL);\r
+ {\r
+ if(getstati(STAT_VORE_EATEN))\r
+ {\r
+ if(stomachsplash_alpha < cvar("hud_stomach"))\r
+ stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
+ else\r
+ stomachsplash_alpha = cvar("hud_stomach");\r
+ }\r
+ else\r
+ {\r
+ if(stomachsplash_alpha > 0)\r
+ stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
+ else\r
+ stomachsplash_alpha = 0;\r
+ }\r
+ stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
+ drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
+ }\r
\r
if(cvar("hud_postprocessing"))\r
{ // lets apply the postprocess effects from the previous two functions if needed\r